The Drowning Labyrinth quest dives deeper into the lore surrounding Sundered Doctrine, arguably one of the most significant dungeons for Destiny 2‘s narrative. Completing each step opens up new areas inside Rhulk’s Pyramid, and the huge door behind Kerrev, the Erased should be the quest’s final secret.
Each week, the game brings you three sets of worm collectibles spread out around the Sundered Doctrine dungeon, which are located between encounters. Each quest step culminates in the Guardian beating Kerrev, the Erased, the dungeon’s final boss, when you’ll receive some more intel.
Here’s what you need to complete the Drowning Labyrinth quest in Destiny 2.
Destiny 2 The Drowning Labyrinth quest guide
The Sundered Doctrine dungeon uses the Vow of the Disciple glyphs, but the Drowning Labyrinth quest borrows elements from the dungeon quests in Warlord’s Ruin and Vesper’s Host. This means you must find collectibles hidden in specific spots to progress further. The quest was time-gated until the third week of Heresy, since it lined up with certain story revelations, but players who dive into the dungeon after Feb. 18 shouldn’t run into that issue.
We’ve broken down all The Drowning Labyrinth quest steps and how to complete them below. We refer to each set of worms based on the week they became available, though this distinction should no longer apply.
Pick up the Hidden report and become initiated
After clearing the dungeon for the first time, you must go back to the Hidden base camp at the start of the dungeon, just by the bridge leading deeper into the Pyramid. Pick up the Hidden report in the stand to the right and interact with the dial wheel at the end of the room. Input the code Savathûn Enter Pyramid and activate the dial to start the quest.
This will give you the First-Tier Initiate buff and ask you to find three Laboratory Worms.
First-Tier Initiate Worm locations (week one)
- First worm: Intro area, below the bridge (Witness)
- Second worm: Between the first and second encounter (Give)
- Third worm: After the second encounter (Darkness)
The first Laboratory Worm is just by the bridge past the base camp, before you even do the first encounter. Look for a set of stairs to the right of the bridge, then call up your Ghost to see the outline of some platforms. Follow them to a room below, which has the first worm and the Witness symbol behind it.
The second Laboratory Worm for week one is after you solve the riddle, in the wide room filled with Grims. Instead of going through the door on the right side, head to the far left of the area and find a door that opens when you shoot at it, just like in the third encounter.
After you kill the Zoetic Lockset, the final Laboratory Worm with the First-Tier Initiate buff is in the room with the Worm and Enter glyphs, where you need to shine a light on both to open the gate. Enter the hole on the left of the Worm symbol to find the last worm (on the nose, we know). Before you head back, climb onto the calcified worm body on the right of the symbol to grab a secret chest.
After you’ve found all three worms, the game tells you to steal Dread knowledge, which is a far more cryptic hint than it should be. Load up a new instance of the dungeon and enter the code you got from the worms in the dial: Witness, Give, and Darkness. Then, head to the area with the first secret passage and look around to see some Shriekers, which means you’ve done it correctly. (We wouldn’t have figured out this step without watching content creator Skarrow9)
Kill the enemies that spawn and bring the Knowledge crystals to the plate at the back of the room. Once you’ve deposited enough, the door will open and lead you to another room. Interact with the display to obtain the Pyramid Data and advance the quest further. After that, take down Kerrev, the Erased to wrap up this section of the quest. Mind the symbols that appear upon the boss’ defeat.
Second-Tier Initiate Worm locations (week two)
After you’ve completed the first part of the Drowning Labyrinth, launch into Sundered Doctrine and return to the Hidden base camp. Pick up another Hidden research (this time on a crate across the dial) to get the Second-Tier Initiate buff and open up another wave of Worm spawns.
- First worm: Before the first encounter, in the room where you drop down. (Hive)
- Second worm: In the traversal part after the first encounter, before the room with the spiked balls. (Grief)
- Third worm: After the second encounter, in the room with the giant Worm glyph. (Worm)
For the first worm in the second tier, get past the secret passage near the Subjugators and drop down in the first hole you see. You’ll fall right by the entrance to the second worm room. If you’re lost, jump all the way down and, Instead of following the main path, climb up the rock, then moveto the ledge across from you. After that, glide to the next ledge ahead of you, just above the first red light. This should show you an interact prompt. Open the door to unlock the room with the Hive glyph.
The second Laboratory Worm is in the room with a dangerous gap in the middle, the one that sends you flying straight to the bottom if you’re not careful. Break your fall, then look to the right to find a piece of the wall you can stand on, which opens another door with a Worm inside and the Grief symbol in the back.
The final Laboratory Worm for week two of The Drowning Labyrinth is after the second encounter, in the room where you first spot the large Worm symbol on the wall. Clear the enemies, then look for a spot two levels above the door on the left side. The light shows you where you should go to find the last worm and the Worm symbol.
How to discover the Hive secrets in the Drowning Labyrinth quest
Once you’ve found all three Labyrinth Worms, you have another oddly phrased objective in your hands: discover Hive secrets. Just like before, relaunch the dungeon, return to the Hidden base camp, and input the new code: Hive, Grief, Worm.
This will cause the Pyramid to respond to your actions and open another secret spot like in the first step—this time, in the same room as the last worm. We only got this to work when we entered the code on that same instance beforehand, so we had to redo the first two encounters.
Reach the same room as the last worm and you’ll spot four Shriekers in that area. Two are lined up by the entrance, one is on the left side, and the final one is by the building ahead, on a hallway to your left. There’s a hole in the wall behind the Shrieker, which is important for this part.
Clear enemies to give you some room and take down as many Shriekers as you can to make it easier on you. After that, look for a Wormcradle Knight on the ground, near the door with the stairwell. Kill it so it drops a glowing worm. Pick it up to start a one-minute countdown.
Take the worm to the wall behind the last Shrieker before the time runs out. This blows up the wall to open another secret room with the second Pyramid Data. Beat up Kerrev, The Erased again to clear this step and watch the new symbols appear to form more of the message. And that’s about all you can do for this week.
Final Worm locations in Sundered Doctrine (week three)
In your dungeon delving, you might have spotted some places that could house the three final Worms, and it’s time to see if your thoughts paid off. The final set of worms follows the same placement logic as the others (always between encounters and before the final boss) but their locations vary slightly. Here’s where you can find the third set of worms for the Drowning Labyrinth quest.
- First Worm: before the first encounter, in the room with the Shriekers (Guardian)
- Second Worm: before the second encounter, in the area with the spiky ball traps rolling down at you (Knowledge)
- Third Worm: before the third encounter, just after the room with the Enter and Worm symbols (Fleet)
Boot up the dungeon again and pick up the Hidden Document on a red table on the left side of the base camp to unlock the Third-Tier Initiate buff. This unlocks the last set of Hive Worms.
From the Hidden stronghold, stop at the flooded area with a secret passage behind a small waterfall. Stand on the cross-shaped area and look to the right to find a wall that looks like a half-open door. The top part of that wall is one of the doors you must shoot through, so climb on the nearby platforms, make your way to that ledge, and fire away for the worm with the Guardian symbol.
After you clear the first encounter, get to the room with the hellish version of Indiana Jones and the Raiders of the Lost Ark, where spiky chitin balls are hurling at you. Instead of entering in the safe crevice leading to the correct path, go to the end of the hallway, then look on the left wall for an Interact prompt—and the second Hive Worm for the final stint of the quest.
After you unlock the gate with the Enter and Worm glyphs, the following area will have a few enemies. Kill them, and before you head through the door, look to your left to find a section that doesn’t look like the rest of the wall surrounding it. Stand on it to grab the final worm.
After you’re done with the final set of Hive Worms in Sundered Doctrine, the Drowning Labyrinth asks you to find the Pyramid’s control center. The only thing standing between you and Rhulk’s vault. (Well, the only thing if you exclude another round with the Zoetic Lockset and Kerrev the Erased). Grab the Laboratory Inspector triumph from the Legends tab as soon as you can, because it bumps up the drop rate for Finality’s Auger.
Reset your dungeon, input the final code—Guardian, Knowledge, Fleet—and get past the first encounter as normal. You notice something changed, and the walls in one area turn out to be a secret structure.
How to open the control room in the Drowning Labyrinth quest in Sundered Doctrine
Once you head to the large room with the Grim and the (frustratingly persistent) Gordian Weavers, look around to spot some Shriekers and an array of mirrors spread out around the area. The center of this section is the control room, and, as usual, opening it requires a puzzle with a light source.
The puzzle isn’t all that tricky: the light comes from the left side, so make sure to pass it around the room. Your target is the mirror in front of the dial-like panel with the Worm glyphs in it. If you need more lenses, Kill the Lens Bearers that appear in the walkways (thankfully they’re Hive Knights and not Subjugators this time around). The Shriekers, bats, and the Stasis fields are by far the biggest annoyances here.
Shine the light into the panel to unlock the control room for the Pyramid and another cryptic hint: Worm Give Guardian. After that, it’s time to beat up your old friend Kerrev the Erased again. Defeat him to fit the final symbols into the puzzle, with the final projections creating different sentences:
- Hive, Grief, Darkness
- Fleet, Knowledge, Witness
- Worm, Give, Guardian
When the last set of symbols appears, look to the wall behind the boss’ machine. It’s finally opening.
What’s inside Rhulk’s vault in Sundered Doctrine?
If you can enter Rhulk’s vault, you’ll receive the dungeon’s class item for your current character, plus another Pyramid data. As a bonus, if you’ve obtained the Sundered Doctrine Exotic weapon, you’ll also unlock the catalyst for the Finality’s Auger linear fusion rifle. No need for a Master clear this time.
From a lore perspective, though, Rhulk’s vault inside the Sundered Doctrine dungeon contains a tool from the Taken King himself: the chisel Oryx used to carve the Tablets of Ruin, which give him the power to Take. The Vow of the Disciple raid shows Rhulk as a collector with a monumental gallery of trophies from all over. An artifact used by Oryx would certainly be a prized possession due to its prestige, but Ikora also tells you the Disciple carved a connection between the chisel and his ship. The Hidden will keep any foes—Hive or Dread alike—from getting into the vault, she says.
As a reward for finding all nine worms, you can focus weapons in Sundered Doctrine, according to the triumph.
Is Drowning Labyrinth time-gated?
The Drowning Labyrinth quest was time-gated if you were one of the early delvers in Sundered Doctrine. After each set of worms, the quest had a step that told you to “wait for the Hidden researchers to complete their study of the information you brought them from inside the Pyramid.” That’s Destiny 2 speak for “see you in the next weekly reset.” As of Feb. 18, however, the last door became available, and this should mean you can unlock all of the dungeon’s secrets at your leisure.
Read the full article here